1960-1969 · 6 entries

When a computer became something you sat down at

Smaller computers, screens you could watch in real time, and the first serious argument that a television set could be a toy.

What was happening

Transistors changed who could sit at a computer. The machines built in the early 1960s were still expensive, but a new class of them was small enough to fit in a room rather than fill a building, cheap enough for a single department to own outright, and meant to be used directly by one person at a console with a screen in front of them. Waiting two days for a printout is a completely different relationship than watching something happen as you type. Once a display could refresh fast enough to show motion and a bank of switches could be read while a program was running, real-time interaction stopped being a research problem and became something students could simply do.

They did. Around university computing centers a culture formed in which writing an elaborate, useless, delightful program was a respectable way to spend the night, and the best known product of that culture was a two-player space duel with a star tugging the ships off course. Nobody sold it. It travelled instead as a courtesy copy handed from one installation to the next, partly because it made an excellent demonstration for salesmen and visitors. That distribution model was accidental but formative. It established that a game could spread on its own merits, with no packaging, no promotion and no price attached, and it gave a whole generation of engineers a shared reference point.

Commerce was moving on a separate track, and mostly outside the United States. Japanese manufacturers were building elaborate electromechanical amusements full of lights, sound and moving parts, and discovering that these exported well. A submarine game shipped abroad in the middle of the decade helped settle a quarter as the American price of a single play, which is the number every arcade designer would work against for the next twenty years. In New Hampshire, meanwhile, an engineer at a defense contractor argued in a short internal proposal that the tens of millions of television sets already installed in American homes sat idle most of the day and could be doing something interactive instead.

None of this looked like an industry yet, and the decade's wider preoccupations were elsewhere: a space program that made engineering glamorous, a television schedule that had become the country's shared culture, and a youth politics deeply suspicious of the institutions that owned all the computers. Two threads ran quietly underneath that noise. Prototypes in a contractor's laboratory proved that a household television could be turned into a playfield with fairly modest circuitry, and a research network carried its first message between two California sites. Neither was aimed at entertainment in any way. Both would be load-bearing within a decade.

Watch for these as you read

  • real-time displays
  • campus computing culture
  • electromechanical arcades
  • television as playfield
  • early networks

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2 entries of 6 in technology and from 1960-1969

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1960-1969 Entries in order

An engineer proposes making ordinary television sets interactive

Ralph Baer, a division engineer at a New Hampshire defense contractor, wrote a short proposal for games played on ordinary television receivers. His management funded the work quietly, and the first home console followed.

Key facts and significance Hide details
Platform
Home consoles
Region
North America
Period
The 1960s

Why it matters

The home console begins as a memo. Its premise, that the screen most people already owned was the platform, separated Baer's approach from every laboratory game before it and from arcade machines, which brought their own hardware. That premise governed console design for the next forty years.

Read the full entry 3 sources

A first message between two hosts opens a network

A programmer at UCLA typed the first characters sent between two host computers on ARPANET, addressed to a machine at Stanford Research Institute. The connection failed after two letters, and the network it began carried everything afterward.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1960s

Why it matters

Online play needed a network before it needed anything else. This is the first working demonstration of general-purpose communication between distant host computers, and every later form of connected gaming, from university dungeon worlds to global shooters, rests on the approach proved here.

Read the full entry 3 sources

What the period left behind

By 1970 the pieces were no longer scattered. A game existed that people would queue up to play, hardware existed that could be manufactured at a price, an amusement trade existed that knew how to collect coins from a public, and the household television had been shown capable of displaying a playfield. The 1960s did not produce an industry. It produced, in unrelated places and for unrelated reasons, all four of the things an industry was going to need.